Imperatus Rex
Semper Imperatus
We all enjoy to sit back and enjoy the story of the vagabonds, right? They wander and find new and exciting things, maybe even a dungeon crawler element is in place. How efficient is it to make an rp where the players aren't affected by a "Grand Plot" hanging high above their heads? Would it be okay to have sub-plots to compensate, like quests? Here are some elements that I personally like to see in an open world rp, but they could be a GM's nightmare if they can't keep up.
Again, these are my personal preference. I would like to know if there are any loopholes or techniques that would make it better or easier, considering the amount of creativity on these forums.
- Procedural Generated areas, with a map that is updated after they discover new places.
- Little to nothing that classifies as a "Grand Plot", something that takes a long winded scheme and ends the story.
- Heavy environment detail and elaborate dialogue.
- A realism based combat system, you don't simply shake off a blow to the neck.
- Small player count (5 max).
Again, these are my personal preference. I would like to know if there are any loopholes or techniques that would make it better or easier, considering the amount of creativity on these forums.